#include "Mesh.h"
const AssetType RE_Mesh::m_MeshType = "Mesh";
RE_Mesh::RE_Mesh()
{
	m_VB9 = NULL;

}
RE_Mesh::~RE_Mesh()
{
	Release();
}
bool RE_Mesh::Release()
{
	//Renderer may be already relesed. However if it is released, buffers would also be released
	if(m_VB9 == NULL)
	{
		return true;
	}
	return RER()->VReleaseBuffers(this);
}
bool RE_Mesh::Restore()
{
	//RandomEngineApp::Get()->m_Renderer->VUpdateIndexBuffer(this);
	RER()->VUpdateVertexBuffer(this);
	return true;
}

